01. Change Log - dylogaming/Dialogue-Component GitHub Wiki

6/3/2025 (not live yet)

[!TIP] Updated Rich Text / Icons to work with any text length Added logic to hide/disable choices if player doesn't meet conditions

[!CAUTION] UI folder has been renamed to Textures

  • Removed selected actor reference in editor utility, allowing you to delete without the reference window popping up
  • Added logic for button input running when released instead of pressed, and pressing and dragging off the button then releasing will negate input
  • Cleaned up editor utility logic so preview camera reflects current branch camera
  • Fixed accessed none error when importing data tables
  • Removed unnecessary variable filters in editor utility
  • Pinned top portion of editor utility
  • Fixed issue where ending dialogue outside the dialogue ring wasn't re-enabling interaction
  • Added widget preview to the editor utility
  • Fixed primary and secondary logs and added enum drop-down to select which to use
  • Fixed moving actor construct script warnings
  • Moved BP_MovingActor to main blueprints folder

4/1/2025

  • Added 'skip' button

3/26/2025

  • Added Data Table documentation
  • Code cleanup in Editor Utility

3/10/2025

  • Cleaned up blueprint-created dialogue macros
  • Added "Start Dialogue Externally" node which allows you to trigger dialogues of any specified actor that has DC
  • Added enum on player choices to allow you to reset NPC rotation to original facing direction when choice is made (you'd typically use this on dialogue end)
  • Fixed continue button being flipped on default and flipping when hovering
  • Fixed continue button colors not being applied when adding a texture
  • Reverted BP_Combat blueprint to default settings (I had tweaked the blueprint when testing with it in the test level, modifying the one in the Dialogue_Blueprints level)

2/4/2025

  • Optimized textures, reducing overall asset size
  • Added macros to allow for dialogue creation & branch updating using blueprints in editor & runtime
  • Added pseudo-dialogue tree templates
  • Added bool to allow you to use UI struct or edit dialogue widget blueprint directly
  • Made it so rich text will type 1 character at a time (before it would auto-fill and only type default letters 1 at a time)
  • Fixed issue where if using "Set actor location" to true on multiple branches would sometimes put the player through the ground
  • Updated Player Location mesh to an arrow instead of a ball, allowing you to tell what direction the player will face

1/7/2025

  • Visibility tag array added, allowing you to specify which parts of an actor you want to adjust visibility

12/26/2024

  • Added scrollbox to editor utility widget, allowing for better usability
  • Converted nameplate & sprite images back to object variables allowing for animated sprites
  • Added functionality for animated sprites

12/9/2024

  • Added variable to play level sequences & set options under ➕ Extra Settings for both player & NPC

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10/24/2024

  • Fixed bug where "start on overlap" dialogues that ended on the same branch would result in looping the convo
  • Fixed Nameplate & Sprite NPCs from causing issues with UI
  • Fixed bug where "Hide UI this branch" being true would flash on ending dialogue
  • Cleared default "Name Search" replacement from default being "Player" because it would constantly get changed in default example dialogues
  • Updated object references to soft references in BP_MovingActor (increases efficiency & allows you to save instance selected to blueprint w/o issue)
  • Fixed Showcase level "ally" dialogue not updating after opening the gate
  • Fixed bug where overlapping another actor while current dialogue plays wasn't ending current one and starting overlapped one
  • Alt button choices now use the UI Preset (still going to work on this more)
  • Alt buttons can be clicked on with mouse

10/22/2024

  • Added validation to mesh variables allowing for 2D paper characters to work
  • Removed "look at player" bool from camera struct since it's no longer being used
  • Added tool tips to camera struct properties
  • Cleaned up Wraith in demo area
  • Fixed bug where attached cine cameras (not preset ones) wouldn't be used
  • Added scroll box style variable so you can easily hide edge shadows
  • Changed "Fade In/Out" to Fade & updated code to forward/reverse
  • Added fade out of dialogue UI
  • Removed Event Tick from Dialogue Widget (Wasn't even being used 🤦🏻‍♂️)

9/19/2024

  • Added ability to import data tables which can format into branches

GIF 9-19-2024 5-45-43 PM

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Player options now allow for:

  • Disabling interaction with NPCs which will also hide the outline & icon

  • Overwriting conditions, allowing you to perform a hard set on the values instead of only adding/subtracting

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9/6/2024

  • Updated Editor Utility Now all the variables are visible for branches and player choices
  • Added inputs for changing player choice selection

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8/8/2024

  • Fixed montage bug where player montage would play on NPC

6/25/2024

  • Added Dialogue Editor Utility widget
  • Updated camera & activator variables to soft actor references, now allowing you to save referenced actors
  • Updated dialogue system from maps to arrays

3/20/2024

  • Fixed explanation level dialogue that had clashing name replacement
  • Fixed explanation level auto-complete example would generate text block if player spammed input
  • Began working on new example NPC blueprint using 2 new camera components
  • Fixed alt buttons were not showing (made separate alt button widget) due to choice buttons clashing

2/9/2024

  • Added actor outline which highlights actor to talk to, when in range
  • Added dynamic name replacement – system will auto-populate names for speakers and when names are detected in dialogues
  • Added option to switch focused sprites during dialogues – darkens whoever isn’t talking
  • Updated editor functions & added nameplate & sprite function
  • Fixed sprite not showing unless using nameplate
  • Added “DC Owner” variable to replace ‘Get Owner” node
  • Fixed setting mesh variable so that any mesh, not just skeletal meshes will be detected
  • Fixed color for sprite tints (variable existed in struct but was not plugged into anything)
  • Added icon background as a variable in Icon struct
  • Added logic so if no icon background is placed, it will be transparent and still show the icon

V 2.2

  • Added Changelog to track updates
  • Organized functions, macros, and variables
  • Added NPC location which moves NPC characters to selected location during dialogue, and will change dialogue when location is reached
  • Added validation to blueprint library functions resolving errors when simulating
  • Removed Paragon & Trooper materials & textures to reduce file size
  • Consolidated icon fade animation to 1 forward/reverse
  • Added bool for Location / 2D dialogue audio